ECS strap component (#12627)

This commit is contained in:
DrSmugleaf
2022-11-18 22:08:28 +01:00
committed by GitHub
parent b749d0d275
commit 5aeb2ac4a0
15 changed files with 997 additions and 993 deletions

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@@ -1,11 +1,11 @@
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
namespace Content.Client.Buckle namespace Content.Client.Buckle;
{
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))] [ComponentReference(typeof(SharedBuckleComponent))]
[Access(typeof(BuckleSystem))]
public sealed class BuckleComponent : SharedBuckleComponent public sealed class BuckleComponent : SharedBuckleComponent
{ {
public int? OriginalDrawDepth { get; set; } public int? OriginalDrawDepth { get; set; }
} }
}

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@@ -64,7 +64,9 @@ namespace Content.Client.Buckle
private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args) private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
{ {
if (args.Current is not StrapComponentState state) return; if (args.Current is not StrapComponentState state)
return;
component.Position = state.Position; component.Position = state.Position;
component.BuckleOffsetUnclamped = state.BuckleOffsetClamped; component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
component.BuckledEntities.Clear(); component.BuckledEntities.Clear();

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@@ -1,15 +1,10 @@
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
using Content.Shared.DragDrop;
namespace Content.Client.Buckle.Strap namespace Content.Client.Buckle.Strap;
{
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(SharedStrapComponent))] [ComponentReference(typeof(SharedStrapComponent))]
[Access(typeof(BuckleSystem))]
public sealed class StrapComponent : SharedStrapComponent public sealed class StrapComponent : SharedStrapComponent
{ {
public override bool DragDropOn(DragDropEvent eventArgs)
{
return false;
}
}
} }

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@@ -1,3 +1,4 @@
using Content.Server.Buckle.Systems;
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
namespace Content.Server.Buckle.Components; namespace Content.Server.Buckle.Components;
@@ -7,6 +8,7 @@ namespace Content.Server.Buckle.Components;
/// </summary> /// </summary>
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))] [ComponentReference(typeof(SharedBuckleComponent))]
[Access(typeof(BuckleSystem))]
public sealed class BuckleComponent : SharedBuckleComponent public sealed class BuckleComponent : SharedBuckleComponent
{ {
/// <summary> /// <summary>

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@@ -1,45 +1,31 @@
using System.Linq;
using Content.Server.Buckle.Systems; using Content.Server.Buckle.Systems;
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
using Content.Shared.DragDrop;
using Robust.Shared.Audio; using Robust.Shared.Audio;
namespace Content.Server.Buckle.Components namespace Content.Server.Buckle.Components;
{
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(SharedStrapComponent))] [ComponentReference(typeof(SharedStrapComponent))]
[Access(typeof(BuckleSystem))]
public sealed class StrapComponent : SharedStrapComponent public sealed class StrapComponent : SharedStrapComponent
{ {
[Dependency] private readonly IEntityManager _entityManager = default!;
/// <summary> /// <summary>
/// The angle in degrees to rotate the player by when they get strapped /// The angle in degrees to rotate the player by when they get strapped
/// </summary> /// </summary>
[DataField("rotation")] [DataField("rotation")]
private int _rotation; public int Rotation { get; set; }
/// <summary> /// <summary>
/// The size of the strap which is compared against when buckling entities /// The size of the strap which is compared against when buckling entities
/// </summary> /// </summary>
[DataField("size")] private int _size = 100; [DataField("size")]
private int _occupiedSize; public int Size { get; set; } = 100;
private bool _enabled = true;
/// <summary> /// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled /// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary> /// </summary>
public bool Enabled public bool Enabled { get; set; } = true;
{
get => _enabled;
set
{
_enabled = value;
if (_enabled == value) return;
RemoveAll();
}
}
/// <summary> /// <summary>
/// You can specify the offset the entity will have after unbuckling. /// You can specify the offset the entity will have after unbuckling.
@@ -67,101 +53,5 @@ namespace Content.Server.Buckle.Components
/// <summary> /// <summary>
/// The sum of the sizes of all the buckled entities in this strap /// The sum of the sizes of all the buckled entities in this strap
/// </summary> /// </summary>
[ViewVariables] public int OccupiedSize { get; set; }
public int OccupiedSize => _occupiedSize;
/// <summary>
/// Checks if this strap has enough space for a new occupant.
/// </summary>
/// <param name="buckle">The new occupant</param>
/// <returns>true if there is enough space, false otherwise</returns>
public bool HasSpace(BuckleComponent buckle)
{
return OccupiedSize + buckle.Size <= _size;
}
/// <summary>
/// DO NOT CALL THIS DIRECTLY.
/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
/// </summary>
/// <param name="buckle">The component to add</param>
/// <param name="force">
/// Whether or not to check if the strap has enough space
/// </param>
/// <returns>True if added, false otherwise</returns>
public bool TryAdd(BuckleComponent buckle, bool force = false)
{
if (!Enabled) return false;
if (!force && !HasSpace(buckle))
{
return false;
}
if (!BuckledEntities.Add(buckle.Owner))
{
return false;
}
_occupiedSize += buckle.Size;
if(_entityManager.TryGetComponent<AppearanceComponent>(buckle.Owner, out var appearanceComponent))
appearanceComponent.SetData(StrapVisuals.RotationAngle, _rotation);
// Update the visuals of the strap object
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent>(Owner, out var appearance))
{
appearance.SetData(StrapVisuals.State, true);
}
Dirty();
return true;
}
/// <summary>
/// Removes a buckled entity.
/// Called from <see cref="BuckleComponent.TryUnbuckle"/>
/// </summary>
/// <param name="buckle">The component to remove</param>
public void Remove(BuckleComponent buckle)
{
if (BuckledEntities.Remove(buckle.Owner))
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent>(Owner, out var appearance))
{
appearance.SetData(StrapVisuals.State, false);
}
_occupiedSize -= buckle.Size;
Dirty();
}
}
protected override void OnRemove()
{
base.OnRemove();
RemoveAll();
}
public void RemoveAll()
{
var buckleSystem = IoCManager.Resolve<IEntityManager>().System<BuckleSystem>();
foreach (var entity in BuckledEntities.ToArray())
{
buckleSystem.TryUnbuckle(entity, entity, true);
}
BuckledEntities.Clear();
_occupiedSize = 0;
Dirty();
}
public override bool DragDropOn(DragDropEvent eventArgs)
{
var buckleSystem = IoCManager.Resolve<IEntityManager>().System<BuckleSystem>();
return buckleSystem.TryBuckle(eventArgs.Dragged, eventArgs.User, Owner);
}
}
} }

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@@ -0,0 +1,401 @@
using System.Diagnostics.CodeAnalysis;
using Content.Server.Buckle.Components;
using Content.Server.Storage.Components;
using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Content.Shared.Pulling.Components;
using Content.Shared.Stunnable;
using Content.Shared.Vehicle.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Server.Buckle.Systems;
public sealed partial class BuckleSystem
{
private void InitializeBuckle()
{
SubscribeLocalEvent<BuckleComponent, ComponentStartup>(OnBuckleStartup);
SubscribeLocalEvent<BuckleComponent, ComponentShutdown>(OnBuckleShutdown);
SubscribeLocalEvent<BuckleComponent, ComponentGetState>(OnBuckleGetState);
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
SubscribeLocalEvent<BuckleComponent, CanDropEvent>(OnBuckleCanDrop);
SubscribeLocalEvent<BuckleComponent, DragDropEvent>(OnBuckleDragDrop);
}
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
return;
InteractionVerb verb = new()
{
Act = () => TryUnbuckle(uid, args.User, buckle: component),
Text = Loc.GetString("verb-categories-unbuckle"),
IconTexture = "/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"
};
if (args.Target == args.User && args.Using == null)
{
// A user is left clicking themselves with an empty hand, while buckled.
// It is very likely they are trying to unbuckle themselves.
verb.Priority = 1;
}
args.Verbs.Add(verb);
}
private void OnBuckleStartup(EntityUid uid, BuckleComponent component, ComponentStartup args)
{
UpdateBuckleStatus(uid, component);
}
private void OnBuckleShutdown(EntityUid uid, BuckleComponent component, ComponentShutdown args)
{
TryUnbuckle(uid, uid, true, component);
component.BuckleTime = default;
}
private void OnBuckleGetState(EntityUid uid, BuckleComponent component, ref ComponentGetState args)
{
args.State = new BuckleComponentState(component.Buckled, component.LastEntityBuckledTo, component.DontCollide);
}
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
{
args.Handled = TryUnbuckle(uid, args.User, buckle: component);
}
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
{
var strap = buckle.BuckledTo;
if (strap == null)
{
return;
}
var strapPosition = Transform(strap.Owner).Coordinates;
if (ev.NewPosition.InRange(EntityManager, strapPosition, strap.MaxBuckleDistance))
{
return;
}
TryUnbuckle(uid, buckle.Owner, true, buckle);
}
private void OnEntityStorageInsertAttempt(EntityUid uid, BuckleComponent comp, InsertIntoEntityStorageAttemptEvent args)
{
if (comp.Buckled)
args.Cancel();
}
private void OnBuckleCanDrop(EntityUid uid, BuckleComponent component, CanDropEvent args)
{
args.Handled = HasComp<StrapComponent>(args.Target);
}
private void OnBuckleDragDrop(EntityUid uid, BuckleComponent component, DragDropEvent args)
{
args.Handled = TryBuckle(uid, args.User, args.Target, component);
}
/// <summary>
/// Shows or hides the buckled status effect depending on if the
/// entity is buckled or not.
/// </summary>
private void UpdateBuckleStatus(EntityUid uid, BuckleComponent component)
{
if (component.Buckled)
{
var alertType = component.BuckledTo?.BuckledAlertType ?? AlertType.Buckled;
_alerts.ShowAlert(uid, alertType);
}
else
{
_alerts.ClearAlertCategory(uid, AlertCategory.Buckled);
}
}
private void SetBuckledTo(BuckleComponent buckle, StrapComponent? strap)
{
buckle.BuckledTo = strap;
buckle.LastEntityBuckledTo = strap?.Owner;
if (strap == null)
{
buckle.Buckled = false;
}
else
{
buckle.DontCollide = true;
buckle.Buckled = true;
buckle.BuckleTime = _gameTiming.CurTime;
}
_actionBlocker.UpdateCanMove(buckle.Owner);
UpdateBuckleStatus(buckle.Owner, buckle);
Dirty(buckle);
}
private bool CanBuckle(
EntityUid buckleId,
EntityUid user,
EntityUid to,
[NotNullWhen(true)] out StrapComponent? strap,
BuckleComponent? buckle = null)
{
strap = null;
if (user == to ||
!Resolve(buckleId, ref buckle, false) ||
!Resolve(to, ref strap, false))
{
return false;
}
var strapUid = strap.Owner;
bool Ignored(EntityUid entity) => entity == buckleId || entity == user || entity == strapUid;
if (!_interactions.InRangeUnobstructed(buckleId, strapUid, buckle.Range, predicate: Ignored, popup: true))
{
return false;
}
// If in a container
if (_containers.TryGetContainingContainer(buckleId, out var ownerContainer))
{
// And not in the same container as the strap
if (!_containers.TryGetContainingContainer(strap.Owner, out var strapContainer) ||
ownerContainer != strapContainer)
{
return false;
}
}
if (!HasComp<SharedHandsComponent>(user))
{
_popups.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), user, Filter.Entities(user));
return false;
}
if (buckle.Buckled)
{
var message = Loc.GetString(buckleId == user
? "buckle-component-already-buckled-message"
: "buckle-component-other-already-buckled-message",
("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
var parent = Transform(to).ParentUid;
while (parent.IsValid())
{
if (parent == user)
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
parent = Transform(parent).ParentUid;
}
if (!StrapHasSpace(to, buckle, strap))
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-fit-message"
: "buckle-component-other-cannot-fit-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
return true;
}
public bool TryBuckle(EntityUid buckleId, EntityUid user, EntityUid to, BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return false;
if (!CanBuckle(buckleId, user, to, out var strap, buckle))
return false;
_audio.Play(strap.BuckleSound, Filter.Pvs(buckleId), buckleId);
if (!StrapTryAdd(to, buckle, strap: strap))
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
if (TryComp<AppearanceComponent>(buckleId, out var appearance))
_appearance.SetData(buckleId, BuckleVisuals.Buckled, true, appearance);
ReAttach(buckleId, strap, buckle);
SetBuckledTo(buckle, strap);
var ev = new BuckleChangeEvent { Buckling = true, Strap = strap.Owner, BuckledEntity = buckleId };
RaiseLocalEvent(ev.BuckledEntity, ev);
RaiseLocalEvent(ev.Strap, ev);
if (TryComp(buckleId, out SharedPullableComponent? ownerPullable))
{
if (ownerPullable.Puller != null)
{
_pulling.TryStopPull(ownerPullable);
}
}
if (TryComp(to, out SharedPullableComponent? toPullable))
{
if (toPullable.Puller == buckleId)
{
// can't pull it and buckle to it at the same time
_pulling.TryStopPull(toPullable);
}
}
return true;
}
/// <summary>
/// Tries to unbuckle the Owner of this component from its current strap.
/// </summary>
/// <param name="buckleId">The entity to unbuckle.</param>
/// <param name="user">The entity doing the unbuckling.</param>
/// <param name="force">
/// Whether to force the unbuckling or not. Does not guarantee true to
/// be returned, but guarantees the owner to be unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to unbuckle.</param>
/// <returns>
/// true if the owner was unbuckled, otherwise false even if the owner
/// was previously already unbuckled.
/// </returns>
public bool TryUnbuckle(EntityUid buckleId, EntityUid user, bool force = false, BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false) ||
buckle.BuckledTo is not { } oldBuckledTo)
{
return false;
}
if (!force)
{
if (_gameTiming.CurTime < buckle.BuckleTime + buckle.UnbuckleDelay)
return false;
if (!_interactions.InRangeUnobstructed(user, oldBuckledTo.Owner, buckle.Range, popup: true))
return false;
if (HasComp<SleepingComponent>(buckleId) && buckleId == user)
return false;
// If the strap is a vehicle and the rider is not the person unbuckling, return.
if (TryComp(oldBuckledTo.Owner, out VehicleComponent? vehicle) &&
vehicle.Rider != user)
return false;
}
SetBuckledTo(buckle, null);
var xform = Transform(buckleId);
var oldBuckledXform = Transform(oldBuckledTo.Owner);
if (xform.ParentUid == oldBuckledXform.Owner)
{
_containers.AttachParentToContainerOrGrid(xform);
xform.WorldRotation = oldBuckledXform.WorldRotation;
if (oldBuckledTo.UnbuckleOffset != Vector2.Zero)
xform.Coordinates = oldBuckledXform.Coordinates.Offset(oldBuckledTo.UnbuckleOffset);
}
if (TryComp(buckleId, out AppearanceComponent? appearance))
_appearance.SetData(buckleId, BuckleVisuals.Buckled, false, appearance);
if ((TryComp<MobStateComponent>(buckleId, out var mobState) && _mobState.IsIncapacitated(buckleId, mobState)) ||
HasComp<KnockedDownComponent>(buckleId))
{
_standing.Down(buckleId);
}
else
{
_standing.Stand(buckleId);
}
_mobState.EnterState(mobState, mobState?.CurrentState);
// Sync StrapComponent data
_appearance.SetData(oldBuckledTo.Owner, StrapVisuals.State, false);
if (oldBuckledTo.BuckledEntities.Remove(buckleId))
{
oldBuckledTo.OccupiedSize -= buckle.Size;
Dirty(oldBuckledTo);
}
_audio.Play(oldBuckledTo.UnbuckleSound, Filter.Pvs(buckleId), buckleId);
var ev = new BuckleChangeEvent { Buckling = false, Strap = oldBuckledTo.Owner, BuckledEntity = buckleId };
RaiseLocalEvent(buckleId, ev);
RaiseLocalEvent(oldBuckledTo.Owner, ev);
return true;
}
/// <summary>
/// Makes an entity toggle the buckling status of the owner to a
/// specific entity.
/// </summary>
/// <param name="buckleId">The entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <param name="user">The entity doing the buckling/unbuckling.</param>
/// <param name="to">
/// The entity to toggle the buckle status of the owner to.
/// </param>
/// <param name="force">
/// Whether to force the unbuckling or not, if it happens. Does not
/// guarantee true to be returned, but guarantees the owner to be
/// unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <returns>true if the buckling status was changed, false otherwise.</returns>
public bool ToggleBuckle(
EntityUid buckleId,
EntityUid user,
EntityUid to,
bool force = false,
BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return false;
if (buckle.BuckledTo?.Owner == to)
{
return TryUnbuckle(buckleId, user, force, buckle);
}
return TryBuckle(buckleId, user, to, buckle);
}
}

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@@ -0,0 +1,242 @@
using System.Linq;
using Content.Server.Buckle.Components;
using Content.Server.Construction.Completions;
using Content.Shared.Buckle.Components;
using Content.Shared.Destructible;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Storage;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
namespace Content.Server.Buckle.Systems;
public sealed partial class BuckleSystem
{
private void InitializeStrap()
{
SubscribeLocalEvent<StrapComponent, ComponentShutdown>(OnStrapShutdown);
SubscribeLocalEvent<StrapComponent, ComponentRemove>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnStrapInsertAttempt);
SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnStrapInteractHand);
SubscribeLocalEvent<StrapComponent, DestructionEventArgs>((_,c,_) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, BreakageEventArgs>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, ConstructionBeforeDeleteEvent>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, DragDropEvent>(OnStrapDragDrop);
}
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
{
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance);
}
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
{
if (GameTiming.ApplyingState)
return;
foreach (var buckledEntity in strap.BuckledEntities)
{
if (!TryComp(buckledEntity, out BuckleComponent? buckled))
{
continue;
}
ContainerModifiedReAttach(buckledEntity, strap.Owner, buckled, strap);
}
}
private void ContainerModifiedReAttach(EntityUid buckleId, EntityUid strapId, BuckleComponent? buckle = null, StrapComponent? strap = null)
{
if (!Resolve(buckleId, ref buckle, false) ||
!Resolve(strapId, ref strap, false))
{
return;
}
var contained = _containers.TryGetContainingContainer(buckleId, out var ownContainer);
var strapContained = _containers.TryGetContainingContainer(strapId, out var strapContainer);
if (contained != strapContained || ownContainer != strapContainer)
{
TryUnbuckle(buckleId, buckle.Owner, true, buckle);
return;
}
if (!contained)
{
ReAttach(buckleId, strap, buckle);
}
}
private void OnStrapShutdown(EntityUid uid, StrapComponent component, ComponentShutdown args)
{
if (LifeStage(uid) > EntityLifeStage.MapInitialized)
return;
StrapRemoveAll(component);
}
private void OnStrapInsertAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
{
// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
args.Cancel();
}
private void OnStrapInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
ToggleBuckle(args.User, args.User, uid);
}
private void AddStrapVerbs(EntityUid uid, StrapComponent strap, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract || !strap.Enabled)
return;
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
// Add unstrap verbs for every strapped entity.
foreach (var entity in strap.BuckledEntities)
{
var buckledComp = Comp<BuckleComponent>(entity);
if (!_interactions.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
continue;
InteractionVerb verb = new()
{
Act = () => TryUnbuckle(entity, args.User, buckle: buckledComp),
Category = VerbCategory.Unbuckle
};
if (entity == args.User)
verb.Text = Loc.GetString("verb-self-target-pronoun");
else
verb.Text = Comp<MetaDataComponent>(entity).EntityName;
// In the event that you have more than once entity with the same name strapped to the same object,
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
// appending an integer to verb.Text to distinguish the verbs.
args.Verbs.Add(verb);
}
// Add a verb to buckle the user.
if (TryComp(args.User, out BuckleComponent? buckle) &&
buckle.BuckledTo != strap &&
args.User != strap.Owner &&
StrapHasSpace(uid, buckle, strap) &&
_interactions.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
{
InteractionVerb verb = new()
{
Act = () => TryBuckle(args.User, args.User, args.Target, buckle),
Category = VerbCategory.Buckle,
Text = Loc.GetString("verb-self-target-pronoun")
};
args.Verbs.Add(verb);
}
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
if (args.Using is {Valid: true} @using &&
TryComp(@using, out BuckleComponent? usingBuckle) &&
StrapHasSpace(uid, usingBuckle, strap) &&
_interactions.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
{
// Check that the entity is unobstructed from the target (ignoring the user).
bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
if (!_interactions.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
return;
InteractionVerb verb = new()
{
Act = () => TryBuckle(@using, args.User, args.Target, usingBuckle),
Category = VerbCategory.Buckle,
Text = Comp<MetaDataComponent>(@using).EntityName,
// just a held object, the user is probably just trying to sit down.
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
Priority = HasComp<ActorComponent>(@using) ? 1 : -1
};
args.Verbs.Add(verb);
}
}
private void StrapRemoveAll(StrapComponent strap)
{
foreach (var entity in strap.BuckledEntities.ToArray())
{
TryUnbuckle(entity, entity, true);
}
strap.BuckledEntities.Clear();
strap.OccupiedSize = 0;
Dirty(strap);
}
private void OnStrapDragDrop(EntityUid uid, StrapComponent component, DragDropEvent args)
{
if (!StrapCanDragDropOn(uid, args.User, args.Target, args.Dragged, component))
return;
args.Handled = TryBuckle(args.Dragged, args.User, uid);
}
private bool StrapHasSpace(EntityUid strapId, BuckleComponent buckle, StrapComponent? strap = null)
{
if (!Resolve(strapId, ref strap, false))
return false;
return strap.OccupiedSize + buckle.Size <= strap.Size;
}
private bool StrapTryAdd(EntityUid strapId, BuckleComponent buckle, bool force = false, StrapComponent? strap = null)
{
if (!Resolve(strapId, ref strap, false) ||
!strap.Enabled)
{
return false;
}
if (!force && !StrapHasSpace(strapId, buckle, strap))
return false;
if (!strap.BuckledEntities.Add(buckle.Owner))
return false;
strap.OccupiedSize += buckle.Size;
_appearance.SetData(buckle.Owner, StrapVisuals.RotationAngle, strap.Rotation);
_appearance.SetData(strap.Owner, StrapVisuals.State, true);
Dirty(strap);
return true;
}
public void StrapSetEnabled(EntityUid strapId, bool enabled, StrapComponent? strap = null)
{
if (!Resolve(strapId, ref strap, false) ||
strap.Enabled == enabled)
{
return;
}
strap.Enabled = enabled;
if (!enabled)
StrapRemoveAll(strap);
}
}

View File

@@ -1,36 +1,19 @@
using System.Diagnostics.CodeAnalysis;
using Content.Server.Buckle.Components;
using Content.Server.Interaction; using Content.Server.Interaction;
using Content.Server.Popups; using Content.Server.Popups;
using Content.Server.Pulling; using Content.Server.Pulling;
using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle; using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.EntitySystems; using Content.Shared.MobState.EntitySystems;
using Content.Shared.Pulling.Components;
using Content.Shared.Stunnable;
using Content.Shared.Vehicle.Components;
using Content.Shared.Verbs;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.Containers; using Robust.Server.Containers;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.Server.Buckle.Systems; namespace Content.Server.Buckle.Systems;
[UsedImplicitly] [UsedImplicitly]
public sealed class BuckleSystem : SharedBuckleSystem public sealed partial class BuckleSystem : SharedBuckleSystem
{ {
[Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IGameTiming _gameTiming = default!;
@@ -52,422 +35,7 @@ public sealed class BuckleSystem : SharedBuckleSystem
UpdatesAfter.Add(typeof(InteractionSystem)); UpdatesAfter.Add(typeof(InteractionSystem));
UpdatesAfter.Add(typeof(InputSystem)); UpdatesAfter.Add(typeof(InputSystem));
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState); InitializeBuckle();
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap); InitializeStrap();
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<BuckleComponent, ComponentStartup>(OnBuckleStartup);
SubscribeLocalEvent<BuckleComponent, ComponentShutdown>(OnBuckleShutdown);
SubscribeLocalEvent<BuckleComponent, ComponentGetState>(OnBuckleGetState);
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
SubscribeLocalEvent<BuckleComponent, CanDropEvent>(OnBuckleCanDrop);
SubscribeLocalEvent<BuckleComponent, DragDropEvent>(OnBuckleDragDrop);
}
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
{
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance);
}
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
return;
InteractionVerb verb = new()
{
Act = () => TryUnbuckle(uid, args.User, buckle: component),
Text = Loc.GetString("verb-categories-unbuckle"),
IconTexture = "/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"
};
if (args.Target == args.User && args.Using == null)
{
// A user is left clicking themselves with an empty hand, while buckled.
// It is very likely they are trying to unbuckle themselves.
verb.Priority = 1;
}
args.Verbs.Add(verb);
}
private void OnBuckleStartup(EntityUid uid, BuckleComponent component, ComponentStartup args)
{
UpdateBuckleStatus(uid, component);
}
private void OnBuckleShutdown(EntityUid uid, BuckleComponent component, ComponentShutdown args)
{
component.BuckledTo?.Remove(component);
TryUnbuckle(uid, uid, true, component);
component.BuckleTime = default;
}
private void OnBuckleGetState(EntityUid uid, BuckleComponent component, ref ComponentGetState args)
{
args.State = new BuckleComponentState(component.Buckled, component.LastEntityBuckledTo, component.DontCollide);
}
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
{
args.Handled = TryUnbuckle(uid, args.User, buckle: component);
}
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
{
var strap = buckle.BuckledTo;
if (strap == null)
{
return;
}
var strapPosition = Transform(strap.Owner).Coordinates;
if (ev.NewPosition.InRange(EntityManager, strapPosition, strap.MaxBuckleDistance))
{
return;
}
TryUnbuckle(uid, buckle.Owner, true, buckle);
}
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
{
if (GameTiming.ApplyingState)
return;
foreach (var buckledEntity in strap.BuckledEntities)
{
if (!TryComp(buckledEntity, out BuckleComponent? buckled))
{
continue;
}
ContainerModifiedReAttach(buckledEntity, strap.Owner, buckled, strap);
}
}
private void ContainerModifiedReAttach(EntityUid buckleId, EntityUid strapId, BuckleComponent? buckle = null, StrapComponent? strap = null)
{
if (!Resolve(buckleId, ref buckle, false) ||
!Resolve(strapId, ref strap, false))
{
return;
}
var contained = _containers.TryGetContainingContainer(buckleId, out var ownContainer);
var strapContained = _containers.TryGetContainingContainer(strapId, out var strapContainer);
if (contained != strapContained || ownContainer != strapContainer)
{
TryUnbuckle(buckleId, buckle.Owner, true, buckle);
return;
}
if (!contained)
{
ReAttach(buckleId, strap, buckle);
}
}
public void OnEntityStorageInsertAttempt(EntityUid uid, BuckleComponent comp, InsertIntoEntityStorageAttemptEvent args)
{
if (comp.Buckled)
args.Cancel();
}
private void OnBuckleCanDrop(EntityUid uid, BuckleComponent component, CanDropEvent args)
{
args.Handled = HasComp<StrapComponent>(args.Target);
}
private void OnBuckleDragDrop(EntityUid uid, BuckleComponent component, DragDropEvent args)
{
args.Handled = TryBuckle(uid, args.User, args.Target, component);
}
/// <summary>
/// Shows or hides the buckled status effect depending on if the
/// entity is buckled or not.
/// </summary>
private void UpdateBuckleStatus(EntityUid uid, BuckleComponent component)
{
if (component.Buckled)
{
var alertType = component.BuckledTo?.BuckledAlertType ?? AlertType.Buckled;
_alerts.ShowAlert(uid, alertType);
}
else
{
_alerts.ClearAlertCategory(uid, AlertCategory.Buckled);
}
}
private void SetBuckledTo(BuckleComponent buckle, StrapComponent? strap)
{
buckle.BuckledTo = strap;
buckle.LastEntityBuckledTo = strap?.Owner;
if (strap == null)
{
buckle.Buckled = false;
}
else
{
buckle.DontCollide = true;
buckle.Buckled = true;
buckle.BuckleTime = _gameTiming.CurTime;
}
_actionBlocker.UpdateCanMove(buckle.Owner);
UpdateBuckleStatus(buckle.Owner, buckle);
Dirty(buckle);
}
public bool CanBuckle(
EntityUid buckleId,
EntityUid user,
EntityUid to,
[NotNullWhen(true)] out StrapComponent? strap,
BuckleComponent? buckle = null)
{
strap = null;
if (user == to ||
!Resolve(buckleId, ref buckle, false) ||
!Resolve(to, ref strap, false))
{
return false;
}
var strapUid = strap.Owner;
bool Ignored(EntityUid entity) => entity == buckleId || entity == user || entity == strapUid;
if (!_interactions.InRangeUnobstructed(buckleId, strapUid, buckle.Range, predicate: Ignored, popup: true))
{
return false;
}
// If in a container
if (_containers.TryGetContainingContainer(buckleId, out var ownerContainer))
{
// And not in the same container as the strap
if (!_containers.TryGetContainingContainer(strap.Owner, out var strapContainer) ||
ownerContainer != strapContainer)
{
return false;
}
}
if (!HasComp<SharedHandsComponent>(user))
{
_popups.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), user, Filter.Entities(user));
return false;
}
if (buckle.Buckled)
{
var message = Loc.GetString(buckleId == user
? "buckle-component-already-buckled-message"
: "buckle-component-other-already-buckled-message",
("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
var parent = Transform(to).ParentUid;
while (parent.IsValid())
{
if (parent == user)
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
parent = Transform(parent).ParentUid;
}
if (!strap.HasSpace(buckle))
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-fit-message"
: "buckle-component-other-cannot-fit-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
return true;
}
public bool TryBuckle(EntityUid buckleId, EntityUid user, EntityUid to, BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return false;
if (!CanBuckle(buckleId, user, to, out var strap, buckle))
return false;
_audio.Play(strap.BuckleSound, Filter.Pvs(buckleId), buckleId);
if (!strap.TryAdd(buckle))
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, Filter.Entities(user));
return false;
}
if (TryComp<AppearanceComponent>(buckleId, out var appearance))
_appearance.SetData(buckleId, BuckleVisuals.Buckled, true, appearance);
ReAttach(buckleId, strap, buckle);
SetBuckledTo(buckle, strap);
var ev = new BuckleChangeEvent { Buckling = true, Strap = strap.Owner, BuckledEntity = buckleId };
RaiseLocalEvent(ev.BuckledEntity, ev);
RaiseLocalEvent(ev.Strap, ev);
if (TryComp(buckleId, out SharedPullableComponent? ownerPullable))
{
if (ownerPullable.Puller != null)
{
_pulling.TryStopPull(ownerPullable);
}
}
if (TryComp(to, out SharedPullableComponent? toPullable))
{
if (toPullable.Puller == buckleId)
{
// can't pull it and buckle to it at the same time
_pulling.TryStopPull(toPullable);
}
}
return true;
}
/// <summary>
/// Tries to unbuckle the Owner of this component from its current strap.
/// </summary>
/// <param name="buckleId">The entity to unbuckle.</param>
/// <param name="user">The entity doing the unbuckling.</param>
/// <param name="force">
/// Whether to force the unbuckling or not. Does not guarantee true to
/// be returned, but guarantees the owner to be unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to unbuckle.</param>
/// <returns>
/// true if the owner was unbuckled, otherwise false even if the owner
/// was previously already unbuckled.
/// </returns>
public bool TryUnbuckle(EntityUid buckleId, EntityUid user, bool force = false, BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false) ||
buckle.BuckledTo is not { } oldBuckledTo)
{
return false;
}
if (!force)
{
if (_gameTiming.CurTime < buckle.BuckleTime + buckle.UnbuckleDelay)
return false;
if (!_interactions.InRangeUnobstructed(user, oldBuckledTo.Owner, buckle.Range, popup: true))
return false;
if (HasComp<SleepingComponent>(buckleId) && buckleId == user)
return false;
// If the strap is a vehicle and the rider is not the person unbuckling, return.
if (TryComp(oldBuckledTo.Owner, out VehicleComponent? vehicle) &&
vehicle.Rider != user)
return false;
}
SetBuckledTo(buckle, null);
var xform = Transform(buckleId);
var oldBuckledXform = Transform(oldBuckledTo.Owner);
if (xform.ParentUid == oldBuckledXform.Owner)
{
_containers.AttachParentToContainerOrGrid(xform);
xform.WorldRotation = oldBuckledXform.WorldRotation;
if (oldBuckledTo.UnbuckleOffset != Vector2.Zero)
xform.Coordinates = oldBuckledXform.Coordinates.Offset(oldBuckledTo.UnbuckleOffset);
}
if (TryComp(buckleId, out AppearanceComponent? appearance))
_appearance.SetData(buckleId, BuckleVisuals.Buckled, false, appearance);
if (HasComp<KnockedDownComponent>(buckleId)
| (TryComp<MobStateComponent>(buckleId, out var mobState) && _mobState.IsIncapacitated(buckleId, mobState)))
{
_standing.Down(buckleId);
}
else
{
_standing.Stand(buckleId);
}
_mobState.EnterState(mobState, mobState?.CurrentState);
oldBuckledTo.Remove(buckle);
_audio.Play(oldBuckledTo.UnbuckleSound, Filter.Pvs(buckleId), buckleId);
var ev = new BuckleChangeEvent { Buckling = false, Strap = oldBuckledTo.Owner, BuckledEntity = buckleId };
RaiseLocalEvent(buckleId, ev);
RaiseLocalEvent(oldBuckledTo.Owner, ev);
return true;
}
/// <summary>
/// Makes an entity toggle the buckling status of the owner to a
/// specific entity.
/// </summary>
/// <param name="buckleId">The entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <param name="user">The entity doing the buckling/unbuckling.</param>
/// <param name="to">
/// The entity to toggle the buckle status of the owner to.
/// </param>
/// <param name="force">
/// Whether to force the unbuckling or not, if it happens. Does not
/// guarantee true to be returned, but guarantees the owner to be
/// unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <returns>true if the buckling status was changed, false otherwise.</returns>
public bool ToggleBuckle(
EntityUid buckleId,
EntityUid user,
EntityUid to,
bool force = false,
BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return false;
if (buckle.BuckledTo?.Owner == to)
{
return TryUnbuckle(buckleId, user, force, buckle);
}
return TryBuckle(buckleId, user, to, buckle);
} }
} }

View File

@@ -1,142 +0,0 @@
using Content.Server.Buckle.Components;
using Content.Server.Construction.Completions;
using Content.Server.Interaction;
using Content.Shared.Destructible;
using Content.Shared.Interaction;
using Content.Shared.Storage;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
namespace Content.Server.Buckle.Systems
{
[UsedImplicitly]
internal sealed class StrapSystem : EntitySystem
{
[Dependency] private readonly BuckleSystem _buckle = default!;
[Dependency] private readonly InteractionSystem _interactionSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnInsertAttempt);
SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<StrapComponent, DestructionEventArgs>((_,c,_) => RemoveAll(c));
SubscribeLocalEvent<StrapComponent, BreakageEventArgs>((_, c, _) => RemoveAll(c));
SubscribeLocalEvent<StrapComponent, ConstructionBeforeDeleteEvent>((_, c, _) => RemoveAll(c));
SubscribeLocalEvent<StrapComponent, ComponentShutdown>(OnShutdown);
}
private void OnShutdown(EntityUid uid, StrapComponent component, ComponentShutdown args)
{
if (LifeStage(uid) > EntityLifeStage.MapInitialized)
return;
// Component is being removed, but entity is not shutting down.
component.RemoveAll();
}
private void OnInsertAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
{
// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
args.Cancel();
}
private void OnInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
_buckle.ToggleBuckle(args.User, args.User, uid);
}
// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
// functions. Whenever these are fully ECSed, maybe do it in a way that allows for these verbs to be handled in
// a sensible manner in a single system?
private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract || !component.Enabled)
return;
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
// Add unstrap verbs for every strapped entity.
foreach (var entity in component.BuckledEntities)
{
var buckledComp = EntityManager.GetComponent<BuckleComponent>(entity);
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
continue;
InteractionVerb verb = new()
{
Act = () => _buckle.TryUnbuckle(entity, args.User, buckle: buckledComp),
Category = VerbCategory.Unbuckle
};
if (entity == args.User)
verb.Text = Loc.GetString("verb-self-target-pronoun");
else
verb.Text = EntityManager.GetComponent<MetaDataComponent>(entity).EntityName;
// In the event that you have more than once entity with the same name strapped to the same object,
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
// appending an integer to verb.Text to distinguish the verbs.
args.Verbs.Add(verb);
}
// Add a verb to buckle the user.
if (EntityManager.TryGetComponent<BuckleComponent?>(args.User, out var buckle) &&
buckle.BuckledTo != component &&
args.User != component.Owner &&
component.HasSpace(buckle) &&
_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
{
InteractionVerb verb = new()
{
Act = () => _buckle.TryBuckle(args.User, args.User, args.Target, buckle),
Category = VerbCategory.Buckle,
Text = Loc.GetString("verb-self-target-pronoun")
};
args.Verbs.Add(verb);
}
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
if (args.Using is {Valid: true} @using &&
EntityManager.TryGetComponent<BuckleComponent?>(@using, out var usingBuckle) &&
component.HasSpace(usingBuckle) &&
_interactionSystem.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
{
// Check that the entity is unobstructed from the target (ignoring the user).
bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
if (!_interactionSystem.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
return;
InteractionVerb verb = new()
{
Act = () => _buckle.TryBuckle(@using, args.User, args.Target, usingBuckle),
Category = VerbCategory.Buckle,
Text = EntityManager.GetComponent<MetaDataComponent>(@using).EntityName,
// just a held object, the user is probably just trying to sit down.
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
Priority = EntityManager.HasComponent<ActorComponent>(@using) ? 1 : -1
};
args.Verbs.Add(verb);
}
}
public void RemoveAll(StrapComponent component)
{
component.RemoveAll();
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Linq; using System.Linq;
using Content.Server.Buckle.Components; using Content.Server.Buckle.Components;
using Content.Server.Buckle.Systems;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Shared.Foldable; using Content.Shared.Foldable;
using Content.Shared.Verbs; using Content.Shared.Verbs;
@@ -11,6 +12,7 @@ namespace Content.Server.Foldable
[UsedImplicitly] [UsedImplicitly]
public sealed class FoldableSystem : SharedFoldableSystem public sealed class FoldableSystem : SharedFoldableSystem
{ {
[Dependency] private BuckleSystem _buckle = default!;
[Dependency] private SharedContainerSystem _container = default!; [Dependency] private SharedContainerSystem _container = default!;
public override void Initialize() public override void Initialize()
@@ -84,8 +86,7 @@ namespace Content.Server.Foldable
base.SetFolded(component, folded); base.SetFolded(component, folded);
// You can't buckle an entity to a folded object // You can't buckle an entity to a folded object
if (TryComp(component.Owner, out StrapComponent? strap)) _buckle.StrapSetEnabled(component.Owner, !component.IsFolded);
strap.Enabled = !component.IsFolded;
} }
public void OnStoreThisAttempt(EntityUid uid, FoldableComponent comp, StoreMobInItemContainerAttemptEvent args) public void OnStoreThisAttempt(EntityUid uid, FoldableComponent comp, StoreMobInItemContainerAttemptEvent args)

View File

@@ -5,7 +5,6 @@ using Content.Server.Popups;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Server.Storage.EntitySystems; using Content.Server.Storage.EntitySystems;
using Content.Server.Tools; using Content.Server.Tools;
using Content.Shared.Audio;
using Content.Shared.Body.Components; using Content.Shared.Body.Components;
using Content.Shared.Body.Part; using Content.Shared.Body.Part;
using Content.Shared.Examine; using Content.Shared.Examine;
@@ -37,7 +36,7 @@ namespace Content.Server.Toilet
SubscribeLocalEvent<ToiletComponent, ComponentInit>(OnInit); SubscribeLocalEvent<ToiletComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ToiletComponent, MapInitEvent>(OnMapInit); SubscribeLocalEvent<ToiletComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ToiletComponent, InteractUsingEvent>(OnInteractUsing); SubscribeLocalEvent<ToiletComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ToiletComponent, InteractHandEvent>(OnInteractHand, new []{typeof(StrapSystem)}); SubscribeLocalEvent<ToiletComponent, InteractHandEvent>(OnInteractHand, new []{typeof(BuckleSystem)});
SubscribeLocalEvent<ToiletComponent, ExaminedEvent>(OnExamine); SubscribeLocalEvent<ToiletComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<ToiletComponent, SuicideEvent>(OnSuicide); SubscribeLocalEvent<ToiletComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<ToiletPryFinished>(OnToiletPried); SubscribeLocalEvent<ToiletPryFinished>(OnToiletPried);

View File

@@ -1,10 +1,8 @@
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components namespace Content.Shared.Buckle.Components;
{
public enum StrapPosition public enum StrapPosition
{ {
/// <summary> /// <summary>
@@ -23,8 +21,9 @@ namespace Content.Shared.Buckle.Components
Down Down
} }
[NetworkedComponent()] [NetworkedComponent]
public abstract class SharedStrapComponent : Component, IDragDropOn [Access(typeof(SharedBuckleSystem))]
public abstract class SharedStrapComponent : Component
{ {
/// <summary> /// <summary>
/// The change in position to the strapped mob /// The change in position to the strapped mob
@@ -32,9 +31,8 @@ namespace Content.Shared.Buckle.Components
[DataField("position")] [DataField("position")]
public StrapPosition Position { get; set; } = StrapPosition.None; public StrapPosition Position { get; set; } = StrapPosition.None;
/// <summary> /// <summary>
/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/> /// The entity that is currently buckled here
/// </summary> /// </summary>
public readonly HashSet<EntityUid> BuckledEntities = new(); public readonly HashSet<EntityUid> BuckledEntities = new();
@@ -58,17 +56,8 @@ namespace Content.Shared.Buckle.Components
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/> /// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary> /// </summary>
[DataField("buckleOffset", required: false)] [DataField("buckleOffset", required: false)]
[Access(Other = AccessPermissions.ReadWrite)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero; public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
{
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(eventArgs.Dragged, out SharedBuckleComponent? buckleComponent)) return false;
bool Ignored(EntityUid entity) => entity == eventArgs.User || entity == eventArgs.Dragged || entity == eventArgs.Target;
return EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(eventArgs.Target, eventArgs.Dragged, buckleComponent.Range, predicate: Ignored);
}
public abstract bool DragDropOn(DragDropEvent eventArgs);
} }
[Serializable, NetSerializable] [Serializable, NetSerializable]
@@ -96,7 +85,5 @@ namespace Content.Shared.Buckle.Components
public enum StrapVisuals : byte public enum StrapVisuals : byte
{ {
RotationAngle, RotationAngle,
BuckledState,
State State
} }
}

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@@ -0,0 +1,107 @@
using Content.Shared.Buckle.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Movement.Events;
using Content.Shared.Standing;
using Content.Shared.Throwing;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Map;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Buckle;
public abstract partial class SharedBuckleSystem
{
private void InitializeBuckle()
{
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
}
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
{
if (args.BodyB.Owner != component.LastEntityBuckledTo)
return;
if (component.Buckled || component.DontCollide)
args.Cancelled = true;
}
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
{
if (component.Buckled)
args.Cancel();
}
private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
{
if (component.Buckled)
args.Cancel();
}
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
{
if (component.Buckled)
args.Cancel();
}
private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
{
if (component.LifeStage > ComponentLifeStage.Running)
return;
if (component.Buckled &&
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
args.Cancel();
}
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
{
if (component.Buckled)
args.Cancel();
}
public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
{
return Resolve(uid, ref component, false) && component.Buckled;
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="buckleId">The entity to reattach.</param>
/// <param name="strap">The strap to reattach to.</param>
/// <param name="buckle">The buckle component of the entity to reattach.</param>
public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return;
var ownTransform = Transform(buckleId);
var strapTransform = Transform(strap.Owner);
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
// Buckle subscribes to move for <reasons> so this might fail.
// TODO: Make buckle not do that.
if (ownTransform.ParentUid != strapTransform.Owner)
return;
ownTransform.LocalRotation = Angle.Zero;
switch (strap.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
_standing.Stand(buckleId);
break;
case StrapPosition.Down:
_standing.Down(buckleId, false, false);
break;
}
}
}

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@@ -0,0 +1,93 @@
using Content.Shared.Buckle.Components;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Robust.Shared.GameStates;
namespace Content.Shared.Buckle;
public abstract partial class SharedBuckleSystem
{
[Dependency] private readonly SharedInteractionSystem _interactions = default!;
private void InitializeStrap()
{
SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
SubscribeLocalEvent<SharedStrapComponent, ComponentHandleState>(OnStrapHandleState);
SubscribeLocalEvent<SharedStrapComponent, CanDragDropOnEvent>(OnStrapCanDragDropOn);
}
private void OnStrapHandleState(EntityUid uid, SharedStrapComponent component, ref ComponentHandleState args)
{
if (args.Current is not StrapComponentState state)
return;
component.Position = state.Position;
component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
component.BuckledEntities.Clear();
component.BuckledEntities.UnionWith(state.BuckledEntities);
component.MaxBuckleDistance = state.MaxBuckleDistance;
}
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
{
// TODO: This looks dirty af.
// On rotation of a strap, reattach all buckled entities.
// This fixes buckle offsets and draw depths.
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
// Oh god I'm back here again. Send help.
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
// state, then the chairs transform comp state, and then the buckle state. The transform state will
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
// chair was teleporting in from nullspace after having left PVS.
//
// One option is to just never trigger re-buckles during state application.
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
return;
foreach (var buckledEntity in component.BuckledEntities)
{
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
{
continue;
}
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
{
Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
continue;
}
ReAttach(buckledEntity, component, buckle: buckled);
Dirty(buckled);
}
}
protected bool StrapCanDragDropOn(
EntityUid strapId,
EntityUid user,
EntityUid target,
EntityUid buckleId,
SharedStrapComponent? strap = null,
SharedBuckleComponent? buckle = null)
{
if (!Resolve(strapId, ref strap, false) ||
!Resolve(buckleId, ref buckle, false))
{
return false;
}
bool Ignored(EntityUid entity) => entity == user || entity == buckleId || entity == target;
return _interactions.InRangeUnobstructed(target, buckleId, buckle.Range, predicate: Ignored);
}
private void OnStrapCanDragDropOn(EntityUid uid, SharedStrapComponent strap, CanDragDropOnEvent args)
{
args.CanDrop = StrapCanDragDropOn(args.Target, args.User, args.Target, args.Dragged, strap);
args.Handled = true;
}
}

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@@ -1,16 +1,9 @@
using Content.Shared.Buckle.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Movement.Events;
using Content.Shared.Standing; using Content.Shared.Standing;
using Content.Shared.Throwing;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Map;
using Robust.Shared.Physics.Events;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.Shared.Buckle; namespace Content.Shared.Buckle;
public abstract class SharedBuckleSystem : EntitySystem public abstract partial class SharedBuckleSystem : EntitySystem
{ {
[Dependency] protected readonly IGameTiming GameTiming = default!; [Dependency] protected readonly IGameTiming GameTiming = default!;
@@ -20,141 +13,7 @@ public abstract class SharedBuckleSystem : EntitySystem
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate); InitializeBuckle();
InitializeStrap();
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
}
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
{
// TODO: This looks dirty af.
// On rotation of a strap, reattach all buckled entities.
// This fixes buckle offsets and draw depths.
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
// Oh god I'm back here again. Send help.
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
// state, then the chairs transform comp state, and then the buckle state. The transform state will
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
// chair was teleporting in from nullspace after having left PVS.
//
// One option is to just never trigger re-buckles during state application.
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
return;
foreach (var buckledEntity in component.BuckledEntities)
{
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
{
continue;
}
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
{
Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
continue;
}
ReAttach(buckledEntity, component, buckle: buckled);
Dirty(buckled);
}
}
public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
{
return Resolve(uid, ref component, false) && component.Buckled;
}
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
{
if (component.Buckled)
args.Cancel();
}
private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
{
if (component.LifeStage > ComponentLifeStage.Running)
return;
if (component.Buckled &&
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
args.Cancel();
}
private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
{
if (component.Buckled)
{
args.Cancel();
}
}
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
{
if (component.Buckled)
{
args.Cancel();
}
}
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
{
if (!component.Buckled) return;
args.Cancel();
}
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
{
if (args.BodyB.Owner != component.LastEntityBuckledTo)
return;
if (component.Buckled || component.DontCollide)
{
args.Cancelled = true;
}
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="buckleId">The entity to reattach.</param>
/// <param name="strap">The strap to reattach to.</param>
/// <param name="buckle">The buckle component of the entity to reattach.</param>
public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return;
var ownTransform = Transform(buckleId);
var strapTransform = Transform(strap.Owner);
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
// Buckle subscribes to move for <reasons> so this might fail.
// TODO: Make buckle not do that.
if (ownTransform.ParentUid != strapTransform.Owner)
return;
ownTransform.LocalRotation = Angle.Zero;
switch (strap.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
_standing.Stand(buckleId);
break;
case StrapPosition.Down:
_standing.Down(buckleId, false, false);
break;
}
} }
} }